Finding 15 counterspells not in blue is a little bit of a challenge. As such, I compiled the list for you! Get ready for 15 counterspells not in blue that you will love.
It should be noted that some of these counterspells don’t exactly counter but they can counter counterspells, or redirect target removal making them work effectively like a counterspell in the defensive aspect. Now, with that said let’s go over these 15 counterspells, not in blue.
Table of Contents
Tibalt’s Trickery
The newest and premier counterspell. Able to counter any spell, this works fantastically as a red option that can be both offensive and defensive. While they may get something good, the chances that they get something better than what you are counterspelling is slim. Combine this with the ability to counter your own spell with the hopes to “draw” into something more relevant and you have a counterspell with additional benefits.
Lapse Of Certainty
White has counterspells. It’s amazing I know, and this is one that works similar to delay. Where it doesn’t necessarily remove the threat, but it does delay the threat. Giving you and the board 1 turn to find a solution. Which sometimes is all you need.
Imps Mischief
The only counterspell not in blue, but in black. Imp’s mischief is a weird one, able to redirect counterspells to target themselves or redirect removal to hit your opponents. This is the definitive Uno reverse card a person can play to throw people off their game. A great control option when playing mono-black.
Red Elemental Blast
The original counterspell not in blue. What is great about this one is even if you miss your chance to counter the spell, you can still destroy it! As long as it is still blue of course. Still, just about all my red decks have this card even if I run blue because no one expects an untapped mountain to counter their spell.
Pyroblast
Second verse, same as the first. Pyroblast and red elemental blast are identical in just about every way. The only difference is pyroblast can target non-blue permanents and spells. It just doesn’t do anything to them. Still useful if you are needing a cast or target trigger.
Autumn’s Veil
An auto-include for green decks not in blue. Being less than a dollar makes this a fantastic counterspell if you find yourself against blue or black decks a lot. You can cast this preemptively to protect all your spells for the turn, or you can do it in response to a counterspell. Either way, this does a great job at playing the defensive role of a counterspell.
Veil of summer
The upgraded version of Autumn’s veil. This one allows you to draw a card to replace the effect, makes your spells uncounterable, and gives you hexproof. Making this the best “counterspell not in blue” for green. A definite choice to look at if you can afford the card.
Gutteral Response
Incredibly specific, but I have definitely been bamboozled by this card before. Costing a red or a green, guttural response is a solid choice for those who want more counterspell options or are going against mono-blue decks often. This can also hit things like pongify and blue sun zenith. Making this more than just for counterspells.
Rebuff The Wicked
My personal favorite counterspell not in blue. Rebuff the wicked is a white counterspell that just counters… as long as the spell is targeting a permanent you control. There is nothing more satisfying than playing something like Sythis and someone throws removal at your commander and you can counter it. The look on people’s faces is amazing and definitely makes this a note-worthy one.
Deflecting Swat
The most expensive counterspell not in blue. Free counterspells are amazing and a free redirect is incredible. Being able to do everything imp’s mischief does without the loss of life and for free, makes this a top-tier spell many would love to have. If you are ever needing a counterspell not in blue and have the money, this is definitely one to consider.
Silence
The only counterspell that does not redirect or counter, but man this is a good one. Casting this on your upkeep makes it to where all your spells can’t be countered. Casting this on an opponent’s upkeep makes it to where they can’t cast their spells. Effectively memory lapsing them. This puts in work and while it does not read like a counterspell, this effectively is a counterspell not in blue.
Mana Tithe
A popular counterspell, but really only noteworthy in high power games where mana gets tight, or for the early game to stop ramp. This is probably the weakest counterspell in commander as excessive mana is abundant, so its use is limited. That said it is a fan favorite because who doesn’t love saying “if only you had 1 more mana”.
Null Brooch
The all-in counterspell not in blue. Casting this one is a high-cost high reward. Once a turn you can stop any non-creature spell, throw in some untapping effects and you can use this multiple times. While it’s initial cost of losing your hand is steep, this can work in your favor if you are running a madness deck or graveyard deck. Effectively not losing these cards and getting a solid counterspell to thwart your opponents.
Bolt Bend
Love big creatures? This is the counterspell for you. Working similarly to Deflecting Swat, this only casts 1 red if you control a creature with power 4 or greater. Making this a really great red spell if your commander has 4 or greater power. Etali decks love this as it works as a form of protection and is easy to have online. Definitely a choice to consider.
Ricochet Trap
The alternative version of bolt bend. While conditional to be going against a blue player, this is a solid redirect option for those that like bolt bend but don’t run creatures with power 4 or greater. Able to surprise opponents is always fun, but being able to say “you activated my trap card” is even better.
15 Counterspells Not In Blue: Conclusion.
There you go, 15 counterspells not in blue. Sure not all these straight-up counter, but you aren’t in blue so your options are limited. That said, each of these has their uses and are great options to have to stop counterspells or other forms of removal that will hurt your decks. Making these vital to make your deck consistent, and ultimately win more.
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